| Zhon Cannoe - Zontri | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Zhon Cannoe - Zontri Mon Jul 08, 2013 6:13 pm | |
| I changed the weapon launch sounds in two parts of the script with the one that the rolling tower uses. I saved the .bos file, packed, tried it, and I get the same fire weapon sound from before. I have win7 64bit, do you guys think this could be an issue? Nothing works every time I do a change with scriptor, even for simple stuff like changing sounds. | |
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DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Zhon Cannoe - Zontri Mon Jul 08, 2013 6:23 pm | |
| - KD-Sage wrote:
- I changed the weapon launch sounds in two parts of the script with the one that the rolling tower uses. I saved the .bos file, packed, tried it, and I get the same fire weapon sound from before. I have win7 64bit, do you guys think this could be an issue? Nothing works every time I do a change with scriptor, even for simple stuff like changing sounds.
Did you compile it? xDD Stupid question, but you said you just saved the .bos file. xD Also, how are you defining the sounds? They should be defined like that: play-sound( "*****SOUNDNAME****", PLAYSOUND_PRIORITY_BATTLE ); | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Mon Jul 08, 2013 8:45 pm | |
| I struggled compiling a file for a while until someone told me that you can't recompile files back into .cob. So whatever changes you make they have to be done in .bos format and saved that way. And also you need both files the original .cob and .bos for the unit to work. | |
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DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Zhon Cannoe - Zontri Mon Jul 08, 2013 9:43 pm | |
| - KD-Sage wrote:
- I struggled compiling a file for a while until someone told me that you can't recompile files back into .cob. So whatever changes you make they have to be done in .bos format and saved that way. And also you need both files the original .cob and .bos for the unit to work.
Eh, what? I don't follow all these "rules" and everything works. | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Mon Jul 08, 2013 10:39 pm | |
| Can you write step by step on how to deal with an Otak unit on descripting and recompiling after a change has been made? Maybe I'm doing something wrong. | |
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DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 8:19 am | |
| Okay then, here we go: First you open scriptor: Then click open and select .cob files if you are going to decompile: Select your .cob: Check these options: And Descript, it's going to seem like that: Let's try a change, when Elsin fires his first attack: Don't forget put parenthesis into "get CURRENT_SPEED": Click Save .bos here (in the little disk): Click compile: Check if no errors have been found by Scriptor: Take your .cob and pack it into your mod: Okay now, here is my little mod: And Here is what happen in-game: Lol. ;D | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 11:34 am | |
| Awesome, thanks man. I always had errors trying to recompile the .cob. I'll definitely try this.
I did it just like you posted, but I get this error:
"Compiling Bos... Compiling sfxtype.h Compiling exptype.h Compiling SmokeUnit.h Compiling SFXtype.h Compiling EXPtype.h Error (34): Expected identifier [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ] Error (34): Invalid PreProcessor command 'INF' [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]
One or more errors occured while compiling the script."
The INF is on every animation.
Would the changes I made still work even If I get an error compiling? | |
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DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 12:07 pm | |
| - KD-Sage wrote:
- Awesome, thanks man. I always had errors trying to recompile the .cob. I'll definitely try this.
I did it just like you posted, but I get this error:
"Compiling Bos... Compiling sfxtype.h Compiling exptype.h Compiling SmokeUnit.h Compiling SFXtype.h Compiling EXPtype.h Error (34): Expected identifier [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ] Error (34): Invalid PreProcessor command 'INF' [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]
One or more errors occured while compiling the script."
The INF is on every animation.
Where exactly? - KD-Sage wrote:
- Would the changes I made still work even If I get an error compiling?
Depends of the gravity of the error. If it's of none importance (just a warning), it will continue compiling. If it is important, it will stop compiling. You can notice if it compiled, it will show: "Making Cob... Wrote %path%\name.cob" If it doesn't show, it didn't compile. | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 11:24 pm | |
| I finally fixed it. For some reason I couldn't recompile .cob files back because I needed the angular and linear values. Mine for some reason were set to 0.000000. They are located under script/ settings.
Linear = 163840.000000 Angular = 182.000000
Both Output file and directory need to be checked. | |
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Vaerun
Posts : 103 Reputation : 0 Join date : 2008-08-09
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 11:38 pm | |
| There you go Sage! Put that education to work! J/K Good Job.
Vaerun | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Tue Jul 09, 2013 11:53 pm | |
| http://kingdoms.heavenforum.org/t1034-how-to-make-units-reanimate-corpses#9999 A small guide for reanimation. | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Zhon Cannoe - Zontri Sat Jul 16, 2016 10:21 pm | |
| This issue has been solved; therefore, I'm closing this thread. | |
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